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Meanwhile, As Hell Crept Up Through The Sewers...


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Very fun map! Loved the secrets, both were satisfying to find while not being too hidden. Monster placement was good and the hell-room ambush almost killed me the first time through. Loved the detailing and overall texturing. Was the rocket launcher supposed to be a secret? I completely forgot about it until I had finished the map, and didn't realize how to get to it at first, while not being tagged as a secret. Very good job though, I definitely enjoyed it!

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8 minutes ago, SirPootis said:

Very fun map! Loved the secrets, both were satisfying to find while not being too hidden. Monster placement was good and the hell-room ambush almost killed me the first time through. Loved the detailing and overall texturing. Was the rocket launcher supposed to be a secret? I completely forgot about it until I had finished the map, and didn't realize how to get to it at first, while not being tagged as a secret. Very good job though, I definitely enjoyed it!

 

I was debating whether to make it a secret or not - I also meant to tag a linedef to open it up anyway when you teleport back to the start, but might have overlooked actually doing that...

 

EDIT - Yep, totally forgot to tag a line. Fixed, thanks! Now it has no reason to be a secret, just an earlier grab for switch hunters. :) And THANK YOU for the kind words!!!

Edited by YMB

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This map seemed intuitive to play through, it had good flow. I like the tight level design and the monsters which were used effectively. You say it's "average," but I found it utterly engaging and enjoyable right the way through. Just because it doesn't reinvent the wheel doesn't make it average. ;) Really good work! I'd love to see more!

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Awesome map!  This was my third playthrough, sorry didn't record a blind run.  Very tightly designed, interesting pathing and diverse areas.  It also has a great progression 

Spoiler

almost like three episodes in one map, from techbase to hell!  I like how the techbase facade gradually gives way.  Also that backpack trap got me good the first time, in the panic I didn't get the SSG and had to go through the sewers without it!  It's my own fault for falling for that one lol, but be aware someone might have to do that if they avoid the caco and panic with the archvile.  The BFG secret was a good oh shit moment followed by the bliss of blowing everything up.  Nice eye secret off the books too ;-)

 

Anywho I don't really have any criticism, awesome map and hope to see more!

Edited by sandwedge

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3 hours ago, YMB said:

título.png.9f00ba4bb8a5a865f763cdf3358e759c.png

Es su primer día de trabajo como agente de certificación de cumplimiento de seguridad de UAC y tiene la sensación de que está condenado...

 

SALUDOS, COMPAÑEROS CIUDADANOS DEL DOOMWORLD.

¡Sí, es verdad! ¡ Después de 15 años de una existencia cibernética sin sentido, YMB (ese soy yo) finalmente ha completado un mapa jugable (???)!

Básicamente, es su base tecnológica UAC estándar, pero el título podría estar insinuando algo siniestro debajo de la superficie...

Mientras trabajaba en este mapa, me inspiré en demasiadas fuentes para nombrarlas... pero hice todo lo posible para hacer algo como un mapa IWAD. No encontrará nada demasiado escandaloso, ya que no usé ningún recurso personalizado ni intenté reinventar la rueda. ¡Puedo decir con confianza que este puede ser el mapa más promedio que juegues durante todo el año!

 

Doom 2 MAP01 - Eliminación de límites

Probado en Crispy Doom: infórmeme si otros puertos odian este taco.

Las dificultades están completamente implementadas; avíseme si están fuera de control. UV fue bastante difícil para mí, ¡pero apesto en Doom! Traté de reemplazar las cosas en lugar de eliminarlas, por lo que HNTR solo tiene unos pocos enemigos menos que UV: solo tienen una dificultad reducida.

 

Mientras tanto, como el infierno se arrastraba por las alcantarillas... (884 KB)

Esta es básicamente la versión 0.1, así que POR FAVOR inundeme con comentarios y críticas constructivas. Solo no rompas mi corazón...

 

En caso de que la sala de salida sea accidentalmente críptica:

  Revelar contenidos ocultos

DISPARA LOS INTERRUPTORES

 

AGRADECIMIENTOS SUPER ESPECIALES A:

Spadger y Sherbalex (para pruebas tempranas)

Renacido (para hospedaje)

essselfortium (por ser generalmente una inspiración en formas misteriosas e incognoscibles)

Todos los demás que están actualmente en el espacio o alguna vez han estado en el espacio

 

Capturas de pantalla (los monstruos abandonaron amablemente las instalaciones para el día de la foto)

DOOM0017.png.87b0040ac48d284e675ee29a1db754c7.pngDOOM0018.png.2e751bc8f2a1f605cabf4135a5a93974.pngDOOM0021.png.bb77f7a2f601cadde6b88df291baa3af.pngDOOM0019.png.cc6b5f79078f20d61d1bd280a66ddeff.pngDOOM0020.png.26dc5b66112091222d3629fe4208e0fb.png

 

 

I've played map 1 and:

Spoiler

 

I like how you move the textures to create new walls like for example the first door at the beginning. It's good how you created sectors to make the construction deeper and more dynamic, this being your first map that, as I read, took you 15 years, unless you're a retailer and you've changed your mind during development, it's good, in your next version I'll
 I would like you to add a TITLEPIC cover.


 

Now let's go with the good things

 

Spoiler

 

As I mentioned, you created sectors to add details and make the architecture and structure dynamic and detailed. I loved that effect of the screen that comes out at the end of a level with the silver texture where the statistics come out, it took a while to have all the secrets but the rest was good


 


Now with the bad things

 

Spoiler

First of all, you should put a little more medkits, at least on HRMP difficulty, all or UV since in the middle of the level I was fighting demons with health below 60 at least. The structure may be good but it helped me get lost resulting in a labyrinth, it's not that bad but that detail had to be mentioned. Like the kits, it's not so bad to add bonus armor, green or blue, including various power ups. And also some textures look better with lower unpegged and upper unpegged

 

And here are some details that i want to mention

Screenshot_Doom_20220327_020904.png.e404c35743ceafc06b2dc4109ba0aed1.png

Any of these textures must be scrolled

 

Screenshot_Doom_20220327_020111.png.e0d60c3f52e34051beb22c1243c598b5.png

I like that effect that behind the door the dimension is changed to a hellish one

 

Screenshot_Doom_20220327_015836.png.658c8e5d78aa8a84ae3588ddad40e101.png

I also like the use of dbrain

Screenshot_Doom_20220327_020945.png.d1212f4596f026d4631e0d556d1ff2f4.png

This is what I was referring to the effect of the image at the end of the level and statistics

 

 

 

 

 

8/10 Good wad, can be better

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12 minutes ago, Alt3000 said:

Any of these textures must be scrolled

Hmm, nobody said SP_FACE and SHITTY should be scrolling textures. :/

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Pretty spicy techbase map with some stellar texture work. The layout is a little cramped at times, but nothing too detrimental to the overall experience. I dig it. ;^)

 

 

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7 hours ago, sandwedge said:

 

Awesome map!  This was my third playthrough, sorry didn't record a blind run.  Very tightly designed, interesting pathing and diverse areas.  It also has a great progression 

  Reveal hidden contents

almost like three episodes in one map, from techbase to hell!  I like how the techbase facade gradually gives way.  Also that backpack trap got me good the first time, in the panic I didn't get the SSG and had to go through the sewers without it!  It's my own fault for falling for that one lol, but be aware someone might have to do that if they avoid the caco and panic with the archvile.  The BFG secret was a good oh shit moment followed by the bliss of blowing everything up.  Nice eye secret off the books too ;-)

 

Anywho I don't really have any criticism, awesome map and hope to see more!

 

Completely surreal to watch someone else play my map. Glad you enjoyed it! You seem to be highly skilled and I may need to add a few more health pickups ... or make the second secret less mean. (On HNTR and HMP, you get Invulnerability there instead of just a Megasphere - might bump it to an Invuln for everyone).

 

7 hours ago, Alt3000 said:

I've played map 1 and:

  Reveal hidden contents

 

I like how you move the textures to create new walls like for example the first door at the beginning. It's good how you created sectors to make the construction deeper and more dynamic, this being your first map that, as I read, took you 15 years, unless you're a retailer and you've changed your mind during development, it's good, in your next version I'll
 I would like you to add a TITLEPIC cover.

 

 

 

 

Now let's go with the good things

 

  Reveal hidden contents

 

As I mentioned, you created sectors to add details and make the architecture and structure dynamic and detailed. I loved that effect of the screen that comes out at the end of a level with the silver texture where the statistics come out, it took a while to have all the secrets but the rest was good

 

 

 

 


Now with the bad things

 

  Reveal hidden contents

First of all, you should put a little more medkits, at least on HRMP difficulty, all or UV since in the middle of the level I was fighting demons with health below 60 at least. The structure may be good but it helped me get lost resulting in a labyrinth, it's not that bad but that detail had to be mentioned. Like the kits, it's not so bad to add bonus armor, green or blue, including various power ups. And also some textures look better with lower unpegged and upper unpegged

 

8/10 Good wad, can be better

 

Thank you for the feedback and I'm honored by an 8! I think you're right, I wasted an opportunity to use Hell's favorite line special. Revised editions will feature at least one scroller. :)

 

6 hours ago, Tango said:

jetsons in space

 

looks very cool!

 

❤️

 

35 minutes ago, Biodegradable said:

Pretty spicy techbase map with some stellar texture work. The layout is a little cramped at times, but nothing too detrimental to the overall experience. I dig it. ;^)

 

 

You're right on with your comment about it being cramped - my first map attempt was even worse in that regard, so I guess I have an inclination towards tight design. My next map will hopefully open things up even more. Thanks for playing!

Edited by YMB

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Just played it on UV with GZDOOM. Got 100% kills and secrets (had to go back to find the BFG), and took 14:12 to complete. Super solid map. Had a lot of fun playing it. Loved the little details everywhere (loved the look of the radiation area with the plasma rifle, as well as the red key area). Progression was also very good, (never got lost or frustrated, but still felt fun to explore) and the ammo/health balanced seemed great to me. The difficulty was just right to me also, with a nice ramp up as you progress through.

 

Overall, a solid offering. Nice job!

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2 hours ago, YMB said:

 

Completely surreal to watch someone else play my map. Glad you enjoyed it! You seem to be highly skilled and I may need to add a few more health pickups ... or make the second secret less mean. (On HNTR and HMP, you get Invulnerability there instead of just a Megasphere - might bump it to an Invuln for everyone).

 

Hmm I'm actually not sure an invuln is necessary for UV, I don't think I actually ever died in that area.  Funnily enough even though it was my third try I didn't actually do very well in some spots in the video, I think I did a lot better in the second try, blind run was obviously harder but I don't remember dying much or at all.  All depends on what difficulty you want but I didn't find it overly difficult at all, I actually liked that it got a bit harder than I expected.  Goes with the techbase-into-hell theme! :-)  With the BFG secret it is an interesting balance because it is sort of a nasty surprise for a secret but a megasphere and BFG definitely counteract it...  I would say see how others deal with it because personally I find invuln to be a last resort as it can make things way too easy and uninteresting.  Hope that helps.

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1 minute ago, sandwedge said:

 

Hmm I'm actually not sure an invuln is necessary for UV, I don't think I actually ever died in that area.  Funnily enough even though it was my third try I didn't actually do very well in some spots in the video, I think I did a lot better in the second try, blind run was obviously harder but I don't remember dying much or at all.  All depends on what difficulty you want but I didn't find it overly difficult at all, I actually liked that it got a bit harder than I expected.  Goes with the techbase-into-hell theme! :-)  With the BFG secret it is an interesting balance because it is sort of a nasty surprise for a secret but a megasphere and BFG definitely counteract it...  I would say see how others deal with it because personally I find invuln to be a last resort as it can make things way too easy and uninteresting.  Hope that helps.

 

I ended up keeping it as a Megasphere on UV - but added a couple medikits in the nukage below so the player doesn't feel punished for finding a secret in case they take a bunch of damage. I think I'll just make it an Invuln in HNTR only.

 

11 minutes ago, Lerxst_In_Wonderland said:

Just played it on UV with GZDOOM. Got 100% kills and secrets (had to go back to find the BFG), and took 14:12 to complete. Super solid map. Had a lot of fun playing it. Loved the little details everywhere (loved the look of the radiation area with the plasma rifle, as well as the red key area). Progression was also very good, (never got lost or frustrated, but still felt fun to explore) and the ammo/health balanced seemed great to me. The difficulty was just right to me also, with a nice ramp up as you progress through.

 

Overall, a solid offering. Nice job!

 

Thanks for playing! Glad you enjoyed it.

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Pretty much everything that could go wrong for me did go wrong for me in this video lol 

 

 

 

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24 minutes ago, Clippy said:

Pretty much everything that could go wrong for me did go wrong for me in this video lol

 

 

You have no idea what a huge smile I had on my face watching this entire video. Thank you so much for toughing it out... now I have to give UV another try myself to see if I was too cruel. :)

 

And in your honor, I'll be changing the music to D_IN_CIT... it fit perfectly!

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25 minutes ago, YMB said:

 

You have no idea what a huge smile I had on my face watching this entire video. Thank you so much for toughing it out... now I have to give UV another try myself to see if I was too cruel. :)

 

And in your honor, I'll be changing the music to D_IN_CIT... it fit perfectly!

 

haha awesome, glad you liked it. Map was probably fine I wasn't on my A game here, not even B through E. Good times regardless - awesome that my music choice was fitting

 

 

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That was a very nice little level, all the sections seemed nicely fitted, about the only feedback I'd suggest in terms of general design is some of the lower sewer levels felt a little bright if that makes sense, could stand to make things a little more gloomy in places for contrast.  But excellent monster placement, nice texturing and and good weapon progression and general flow.

 

Spoiler

Spoiler feedback:

Found one bug in the level flow, because the shootable buttons for the exit looked like regular buttons and I could see a teleporter out there I assumed I had to teleport out there to hit them and exit the level.  This meant I'd already been through the false teleporter in the marble room and the wall had raised at the top of the stairs.  So I found the teleporter and hopped through, worked out they were shoot buttons, and hopped back - at which point I was trapped in the lower section.

You possibly need to lower the wall at the top of the marble stairs after that fight, or put a button next to the initial lift that comes down into the area so the player can leave, I had to noclip to get back out as far as I could tell.

That said however the trap where you have the false teleporter and drop the wall was lovely :)  Your archvile placement was good and I liked the cover I had against them so I could feel like I could fight them without just it just being stood toe to toe firing a plasma rifle and hoping they died before they killed me.

 

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3 minutes ago, SleepyCat said:

That was a very nice little level, all the sections seemed nicely fitted, about the only feedback I'd suggest in terms of general design is some of the lower sewer levels felt a little bright if that makes sense, could stand to make things a little more gloomy in places for contrast.  But excellent monster placement, nice texturing and and good weapon progression and general flow.

 

  Hide contents

Spoiler feedback:

Found one bug in the level flow, because the shootable buttons for the exit looked like regular buttons and I could see a teleporter out there I assumed I had to teleport out there to hit them and exit the level.  This meant I'd already been through the false teleporter in the marble room and the wall had raised at the top of the stairs.  So I found the teleporter and hopped through, worked out they were shoot buttons, and hopped back - at which point I was trapped in the lower section.

You possibly need to lower the wall at the top of the marble stairs after that fight, or put a button next to the initial lift that comes down into the area so the player can leave, I had to noclip to get back out as far as I could tell.

That said however the trap where you have the false teleporter and drop the wall was lovely :)  Your archvile placement was good and I liked the cover I had against them so I could feel like I could fight them without just it just being stood toe to toe firing a plasma rifle and hoping they died before they killed me.

 

 

Thanks for playing! Great catch on that bug, too. I think I'll move the switches into a position that makes it clear there's no way to activate them normally, and I'll make sure you can't get stuck anywhere. :)

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10 minutes ago, YMB said:

 

Thanks for playing! Great catch on that bug, too. I think I'll move the switches into a position that makes it clear there's no way to activate them normally, and I'll make sure you can't get stuck anywhere. :)

 

Spoiler

Alternatively (additionally?) if you use a different style of button it could help, they're the same SW as the previous buttons in the level so I assumed they were use buttons.  It may help to put in an earlier shoot button somewhere random for something inconsequential and use the same texture on that and those to make it clear that's what you're using for shoot buttons.

 

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19 minutes ago, SleepyCat said:

 

  Hide contents

Alternatively (additionally?) if you use a different style of button it could help, they're the same SW as the previous buttons in the level so I assumed they were use buttons.  It may help to put in an earlier shoot button somewhere random for something inconsequential and use the same texture on that and those to make it clear that's what you're using for shoot buttons.

 

 

For a cat, you are wise beyond your years...

 

There is an earlier shoot button that allows you to get the rocket launcher early - look through the grate at the top of the first lift. :)

 

I've changed the textures on that and the two buttons at the end to be skull buttons, which I think are more obviously shootable... I also made the lift that drops you down into the sewers a two-way lift, so you can't get stuck anymore! Thanks again for your feedback.

 

EDIT: I also shifted the grate offset to make the first switch easier to see!

Edited by YMB

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wow I think I called you YMV in my video, thanks for not yelling at me 😂 changed the title.  and then I called someone else YMV too!  Forum names are hard sometimes 😅

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